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Creative Thaumaturgy: Fallen World Edition

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  • Ah. Space is for getting blood from point A to point B at range, Something Life can't do easily, and is used to specifically target blood. It's also part of a theme, Tamer of Blood likely has Space+Life just being a Tamer of Blood. You could certainty throw in prime's 'As Above, So Below' or something else with it. Also you are correct you don't need the spell for any of those yantra bonuses. I might it with some 'Add Prime 2' now that you point it out...

    Thanks for pointing that out!

    As a example of the two themes I had in mind: Bloodhunter ,a tamer of blood, is in the shape of a dire wolf hunting down a dangerous villain in possession of a clue. Bloodhunter tracks them to a abandon cabin in the woods, and in a ambush tries to snap his teeth around the villain's throat. He misses. Surprise! The villain has set a ambush for him! A melee starts, and Bloodhunter could easily loose this. Hurt he runs for cover. Setups up a three point co-location. Teleporting from where he is, to a high vantage point to get a parting shot on a mook, and then to safe spot. Back at safe place Bloodhunter uses his legacy to build a strong web of connection out from that mook to the rest of the ambush. He spends a few turns casting nasty spell. He quickly teleports back, steps over all the dead bodies, and gets the clue he came for.

    For a lasting warning to others he calls on life magic to harden the blood to a long crystal shard (+3 dice Life-Force Assault), and drives it through the villains heart.

    Edit: There, pulled down the Life requirement to one. Letting Space filter for things covered by Life (Blood). I also put in a prime option to charge the blood for more then one +1 die use.
    Last edited by HarbingerLeo; 09-30-2018, 04:23 PM.


    • Honing Violence's Edge (MInd •••)
      Practice: Perfecting
      Primary Factor: Potency
      Suggested Rotes Skills: Brawl, Weaponry, Firearms

      The Mage hones their instincts for violence, becoming more aware of their surroundings, perfecting their timing, and donning a minor psychosis. Choose a skill - they gain 8-again on a number of rolls to attack using it equal to the spell's potency.

      +1 Reach: All attack rolls benefit, regardless of the skill used.
      +1 Reach, 1 mana: They also gain the Rote quality on those rolls. They loose 10-again on all Composure rolls not related to violence as long as the spell lasts.


      • Foundation of Truth
        Prime 2, Mind 1
        Practice: Shielding
        Primary: Duration

        The mage can grab one truth in their mind and protect it. (Multiple subjects can be selected to protect more.)
        This truth cannot be lost form the mage's mind. Opinions about the truth can twist a bit but are somewhat protected by the truth being sacrosanct. If the truth ceases to remain true, the protection ends.

        This effect provides a Clash of Wills before some mystical effect that affects memory. If the caster of this succeeds on that roll, the protected understanding is immune to the tampering. The effect takes place otherwise unaffected and could be an otherwise complete mind wipe, an alteration of a subject's history to prevent learning the truth, or even The Duel Arcane. The other effects happen exactly as expected, otherwise, but the truth remains.

        Mundane changes simply fail. The truth is a blazing and unforgettable part of the mind.

        This spell has visible effect in the Oneiros.

        3 Reach: The truths of the mind can be protected en masse. Gnosis and Arcana are protected and any eternal truths, but many truths are temporal and subject to change. The moment a thing becomes untrue, it is removed from protection, permanently. Because of how this works, though, one would always have a locked memory of the parts of their history that they correctly recalled at the time of casting.

        Grump, grouse, and/or gripe.


        • I don't think Mind 1 is needed for this. Either Prime 2 or Mind 2 can achieve this effect on their own.

          The reach effect likewise seems unessecary, since a Mind Shielding spell can grant blanket protection of all your memory without any reach (or even scale) attached.

          Since the spell makes mundane attempts to challenge the truth fail automatically it should cost one Mana.

          My Mage 2e Homebrew


          • Also, what does it mean Gnosis and Arcana are protected?


            • On the bright side it could throw attackers in that your rolling prime in a clash of will instead of mind, and they have access to prime to remove the spell. Which if your prime focused fighting a might focused mage that could be nice. Wards and Signs doesn't protect you so much as make them work harder, once they juice a spell to over come the extra withstand they're unopposed.

              The Prime 1 spell Pierce Deception could work defensively as a cure (not preventative). Your mind would still be changed, but if it was changed in some untrue way Pierce Deception would instantly (or with a clash of wills) reveal the truth.


              • Touch Gauntlet (Spirit 2)
                Practice: Ruling
                Primary Factor: Duration

                Some spirit mages have found that failing to pierce the Gauntlet can be useful too. This spell allows the subject to physically push against the gauntlet as if it were a tangible wall. This allows the subject to do things like walk on "air" if the Gauntlet is strong enough to support the subject's weight.
                Last edited by Lareath; 10-19-2018, 06:01 PM.


                • Removed (for now).
                  Last edited by lnodiv; 11-27-2018, 10:02 PM.


                  • First of all, this post is amazing, lots of rotes to play with. Second, I'm trying to make a Void Arcanum for the main Antagonist of my story. This came to me while reading on the Lef-Hand Legacies book about the Elder Diadem, and how certain mages could wield paradox almost as an Arcanum, then I thought... but, what if Void were actually an Arcanum? And this is what came out of this. Please be gentle, this is my first time :$


                    EDIT: Also, a few rotes of my own brew:

                    Shadow Puppet (Death •••)
                    Practice: Weaving
                    Primary Factor: Duration
                    Withstand: Stamina
                    Suggested Rote Skills: Brawl, Persuasion, Occult
                    By chaining the Mage’s pattern to the shadow of its enemy, he is able to immobilize him, or even control his movements, as long as the Mage maintains concentration. This spell requires the usage of the concentration Yantra, and modifies the subject shadow into tendrils that immobilize him. Both the tendrils and the objective are automatically considered grappling, and the shadow has a free Hold move as the spell is cast.
                    The shadow is created with base 1 Strength, and gains 1 Strength per point of Potency, up to a maximum of 5, and is considered to have the same initiative as the subject (since it’s is own shadow).
                    The only actions the shadow can do while grappling are Hold and Restrain.
                    f the objective breaks the grapple the spell ends.

                    +1 Reach: Strength can be increased over 5 points.
                    +1 Reach, 1 mana: The shadow gains access to a the maneuver “Puppeteer” which allows it to control the physical actions of the objective until the next turn. The shadow can only use this move if it has already succeeded in a Restrain move.

                    Black Coffin (Death ••••)
                    Practice: Unraveling (Patterning?)
                    Primary Factor: Potency
                    Suggested Rote Skills: Occult, Crafts, Weaponry
                    This rote is a feared one. It animates the surrounding shadows to create a shadow coffin over the target and pierces his flesh using tendrils made of shadows, like an iron maiden. When casting this spell the mage can spend the Potency points between the Durability of the shadows animated and the damage done. This spell deals lethal damage equal to the Potency applied to damage, and lasts for the Duration of the spell. The shadows are animated with base Durability of 1.
                    +1 Reach, 1 mana: The mage can instead inflict aggravated damage on her subject.
                    Last edited by Eleizel; 11-02-2018, 09:28 AM.


                    • Originally posted by lnodiv View Post
                      Some Prime spells focused on Yantras, primarily Magical Tools with a focus on Path Tools (Order Tools have a higher potential for complex interactions due to Techne and Exarchal symbols, and would require a bit more thought than I gave these to write spells for):

                      ...Path Tools under the effect of this spell provide a +2 Yantra Bonus for spellcasting...

                      ...A mage may apply the rote quality alongside the enhanced bonus to ritual spellcasting rolls with the tool...

                      ...The Verity provides a +2 bonus when used as a Yantra, instead of the usual +1 bonus...
                      Allowing these sorts of effects will *massively* increase the power of Mages in your setting compared to some other tables. Adding dice to spellcasting (and especially Rote, which is not that dissimilar from doubling your dice pool) is a very powerful effect and can change the feel of the game. If that's what you're interested in and ok with, then by all means go for it - these spells are reasonable enough.

                      The reach option on Aetherial Foci should cost a mana regardless.


                      • One with nature (Life 1)
                        Practice: Knowing
                        Primary Factor: Duration
                        Suggested Rote Skills: Survival, Animal Ken, Stealth
                        The mage almost literally becomes one with nature, using magically innate knowledge to come in tune with the way nature around her breathes, works, behaves and can be used to her advantage. This manifests in a bonus modifier equal to Potency to split between the skills Survival, Animal Ken and Stealth if used in nature.
                        Last edited by Aristarkos; 11-10-2018, 03:13 AM.


                        • The laws of probability (Forces 1)
                          Practice: Compelling
                          Primary Factor: Duration
                          Suggested Rote Skills: Science, Athletics, Firearms
                          There is no Fate, some people would say, only a game of calculating probabilities and outcomes from physical laws interacting with each other. Some Obrimos took this a step further and developed a method to become acutely aware of of the probabilities of physical forces and how to use them, not unlike what an Acanthus would do with Fate magic. Every turn that the mage spends actively analyzing a situation she may gain a bonus die to a physical action up to a limit of the Potency of the spell.


                          • Tether (Time ••​•​•​)
                            Practice: Patterning
                            Primary Factor: Duration
                            Withstand: Stamina
                            Suggested Rote Skills: Computer, Crafts, Survival

                            Students of the Time Arcanum first learn the secrets of glimpsing possible futures, then the art of correcting mistakes; an Adept can do both at the same time, exploring the river of happenings before safely returning to a secure present.

                            When this spell is cast, the subject's temporal pattern is "fixed" to the present moment. When the spell's Duration expires, the subject is returned to that moment. As with Hung Spell, it is not uncommon for mages to cast Tether with a Conditional Duration, such as "If I am lethally wounded" or "If Ialdabaoth completes the Ritual of 49 Hells" in order to escape dangerous situations. Like Shifting Sands, any Beats gained by players in the now-obsolete timeline remain.

                            +1 Reach, +1 Mana: The subject, when returned to the present, is also restored to how she was at the casting of the spell. Damage taken is healed, Conditions gained fade, etc.
                            Last edited by espritdecalmar; 11-19-2018, 04:43 PM.


                            • Finish Business (Death •​•​•​)
                              Practice: Weaving
                              Primary Factor: Duration
                              Withstand: Rank
                              Suggested Rote Skills: Empathy, Occult, Persuasion
                              The unquiet Dead are bound to existence by more than just Anchors, their unfinished business tying them to the world long after their Anchors have faded to dust. Through this spell, a Mage may alter a Ghost's unfinished business, providing them with another means by which they may escape their tortured existence.

                              For each point of Potency, the Mage may alter one part of the Ghost's unfinished business in any way they choose, this may involve changing its unfinished business to be aspects of its unlife that it has already achieved, or that have been achieved for it. While this spell can be used to assist the mournful dead, it can also be used to 'force' a Ghost to rest by denying it the will to pursue matters left unresolved.

                              +2 Reach: If the Ghost no longer has any unfinished business when the spell is cast, it immediately 'passes on'. If the Ghost has any remaining Anchors, it may spend a point of Essence in a last-ditch attempt to avoid passing on, rolling Rank + Influence in a Clash of Wills.
                              Last edited by HerbertIsBestBert; 11-23-2018, 12:30 AM. Reason: Clarity of what is involved in the Clash of Wills


                              • Originally posted by HerbertIsBestBert View Post
                                If the Ghost has any remaining Anchors, it may contest this with a Clash of Wills.
                                Clashes of Wills usually don't happen without a power. In the few exceptions that exists a dice pool has to be specified.

                                All in all this spell is dependent on the interpretations of ghosts and unfinished business. Geist 2e allows Rank 1-2 ghosts to pass on after they've resolved all their Anchors (the Anchors representing all or at least most of their unfinished business). Rank 3+ ghosts don't have Anchors and have to go through a slightly different process.

                                Bloodline: The Stygians
                                Ordo Dracul Mysteries: Mystery of Smoke, Revised Mystery of Živa
                                Mage The Awakening: Spell Quick Reference (single page and landscape for computer screens)